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Does anyone actually prefer Templar beam at 3.8 seconds? 1.8 felt so much better

ImPoStier
ImPoStier
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Does anyone actually prefer Templar beam at 3.8 seconds? 1.8 felt so much better 43 votes

If you preferred the old beam 1.8 seconds
72%
laurajfSmokedpyrotechfakingfocusedAcadianPaladinErickson9610ceruuleanMilitan1404FirstmepFroilEl_BorrachocolossalvoidsESO_NightingaleBXR_LonestarItsNotLivingSkorroDragonreduxZama666Duncan88MorvanMalyore 31 votes
If you prefer the new 3.8 seconds
27%
RomoADarkloreNord_RaseriAshryntsaescishoeshinerZodiarkslayerNecrotech_MasterSoaroraVaqualLunaFloraCatalinaWineMixer2SlugWolf 12 votes
  • BXR_Lonestar
    BXR_Lonestar
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    If you preferred the old beam 1.8 seconds
    It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.

    The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.
  • ImPoStier
    ImPoStier
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    If you preferred the old beam 1.8 seconds
    It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.

    The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.
    In pve it’s not fine, if you are using advancing and you miss 1 light attack all your stacks drop, with 1.8 you can miss 1 light attack, and there’s this bug if you light attack too early you can start heavy attacking and that will ruin your pars, it’s really not a fun time in pve, this is something a third morph would be good on, make 1 morph the same as the arcanist beam if that’s what people want, and make another morph 1.8 for the people that don’t like the long beams make everyone happy
  • Soarora
    Soarora
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    If you prefer the new 3.8 seconds
    I like the longer beam because it feels like it has more power behind it. The shorter beam felt lackluster. That said, I’m a tank, so I do have to block-cancel the beam. One morph long, one morph short sounds like a good solution.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • ViggyBoi
    ViggyBoi
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    If you preferred the old beam 1.8 seconds
    Its not so much the duration im not too keen on but the change in scaling,damage type, and counterpart. I get that it was a little too braindead before but now it just feels not as satisfying to cast.
  • BXR_Lonestar
    BXR_Lonestar
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    If you preferred the old beam 1.8 seconds
    ImPoStier wrote: »
    It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.

    The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.
    In pve it’s not fine, if you are using advancing and you miss 1 light attack all your stacks drop, with 1.8 you can miss 1 light attack, and there’s this bug if you light attack too early you can start heavy attacking and that will ruin your pars, it’s really not a fun time in pve, this is something a third morph would be good on, make 1 morph the same as the arcanist beam if that’s what people want, and make another morph 1.8 for the people that don’t like the long beams make everyone happy

    I'll defer to you on this one. I didn't really have a problem with it, but to be fair, I don't parse that much (primarily support main in PVP and PVE) and I was parsing on a character built to minimize light attacking, so it wasn't really an issue for me. For a different rotation, I can definitely see this being a problem. But I do note that the Radiant Oppression provides the strongest execute in the game in terms of additional bonus damage, so I do agree there should be a cost to it (i.e. I'm okay with it channelling), but I think a 3.8 second channel is just way too much.
  • ImPoStier
    ImPoStier
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    If you preferred the old beam 1.8 seconds
    ImPoStier wrote: »
    It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.

    The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.
    In pve it’s not fine, if you are using advancing and you miss 1 light attack all your stacks drop, with 1.8 you can miss 1 light attack, and there’s this bug if you light attack too early you can start heavy attacking and that will ruin your pars, it’s really not a fun time in pve, this is something a third morph would be good on, make 1 morph the same as the arcanist beam if that’s what people want, and make another morph 1.8 for the people that don’t like the long beams make everyone happy

    I'll defer to you on this one. I didn't really have a problem with it, but to be fair, I don't parse that much (primarily support main in PVP and PVE) and I was parsing on a character built to minimize light attacking, so it wasn't really an issue for me. For a different rotation, I can definitely see this being a problem. But I do note that the Radiant Oppression provides the strongest execute in the game in terms of additional bonus damage, so I do agree there should be a cost to it (i.e. I'm okay with it channelling), but I think a 3.8 second channel is just way too much.
    Well I parse probably 50 hours a patch, I easily have 2k hours parsing, I think I’m the only person to parse 180K+ this patch on console, and I hate it in pve, I was using it for misery’s master and I didn’t have a fun time with it
  • ImPoStier
    ImPoStier
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    If you preferred the old beam 1.8 seconds
    ViggyBoi wrote: »
    Its not so much the duration im not too keen on but the change in scaling,damage type, and counterpart. I get that it was a little too braindead before but now it just feels not as satisfying to cast.

    How was it brain dead? It’s more brain dead now, arcanist is brain dead because it has a long duration beam, yeah it was super powerful but Templars damage out of execute was bad to balance it out, it’s subclassing that ruined it, now that they are making pure classes stronger again they should give Templar back its beam
  • ImPoStier
    ImPoStier
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    If you preferred the old beam 1.8 seconds
    Soarora wrote: »
    I like the longer beam because it feels like it has more power behind it. The shorter beam felt lackluster. That said, I’m a tank, so I do have to block-cancel the beam. One morph long, one morph short sounds like a good solution.
    I disagree, it’s less powerful and it feels less powerful and its clunkier
  • AcadianPaladin
    AcadianPaladin
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    If you preferred the old beam 1.8 seconds
    I quit using beam due to the new duration. Just like I quit using jabs after the dumpster fire (Update 35) nerfs.

    *sad templar*
    PC NA(no Steam), PvE, mostly solo
  • Zama666
    Zama666
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    If you preferred the old beam 1.8 seconds
    It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.

    The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.

    my thoughts, 1.8 seconds was good and 43 metres is just fine. It was not OP. this is the reason "you can just roll dodge out of them or duck behind cover so its really ineffective IMO."
  • ImPoStier
    ImPoStier
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    If you preferred the old beam 1.8 seconds
    Zama666 wrote: »
    It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.

    The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.

    my thoughts, 1.8 seconds was good and 43 metres is just fine. It was not OP. this is the reason "you can just roll dodge out of them or duck behind cover so its really ineffective IMO."

    Didn’t they make it dodgeable with the patch that changed the duration? In pvp it was strong the first tick of damage happened before the animation started, and there was always a few of these in my death recap when I’m getting zerged down but changing the duration wasn’t the answer
  • Necrotech_Master
    Necrotech_Master
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    If you prefer the new 3.8 seconds
    ImPoStier wrote: »
    Zama666 wrote: »
    It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.

    The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.

    my thoughts, 1.8 seconds was good and 43 metres is just fine. It was not OP. this is the reason "you can just roll dodge out of them or duck behind cover so its really ineffective IMO."

    Didn’t they make it dodgeable with the patch that changed the duration? In pvp it was strong the first tick of damage happened before the animation started, and there was always a few of these in my death recap when I’m getting zerged down but changing the duration wasn’t the answer

    there was a lot of beam changes in that update:
    • cast time from 1.8 to 3.8 sec
    • flat cost changed to cost/sec
    • ticks frequency was changed (more time between ticks)
    • dmg changed from dot to direct
    • undodgeable to dodgeable

    i personally like the 3.8 sec version almost purely because of the cost/sec is a lot more sustainable especially if it gets interrupted, and it feels like each tick hits like a truck

    it has basically the same cast time as the arcanist beam (beam is 4.5 sec base for arcs) so it feels more consistent to rotate between a arc beam spam and jesus beam spam when enemy is in execute range
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • ceruulean
    ceruulean
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    If you preferred the old beam 1.8 seconds
    1.8 beam was more fun with regular templar. It ticked more frequently and scaled earlier so it was very powerful. You would gradually replace your spammable starting at 40% hp left. You'd still use other skills like POTL as a plar since you're not an arc fatecarver build.

    Now since the beam threshold is much lower, you just go from spammable > beam at 30% with no gradual tapering off. Because the execute is much stronger, you shouldn't be casting other dots. Hence there's no tapering effect, it's just cut and clear "use beam 2 in execute only." Seems like the devs changed the templar beam to help arcanists instead of templar, which is ironic and sad.
    Edited by ceruulean on April 3, 2026 5:37PM
  • ImPoStier
    ImPoStier
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    If you preferred the old beam 1.8 seconds
    ImPoStier wrote: »
    Zama666 wrote: »
    It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.

    The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.

    my thoughts, 1.8 seconds was good and 43 metres is just fine. It was not OP. this is the reason "you can just roll dodge out of them or duck behind cover so its really ineffective IMO."

    Didn’t they make it dodgeable with the patch that changed the duration? In pvp it was strong the first tick of damage happened before the animation started, and there was always a few of these in my death recap when I’m getting zerged down but changing the duration wasn’t the answer

    there was a lot of beam changes in that update:
    • cast time from 1.8 to 3.8 sec
    • flat cost changed to cost/sec
    • ticks frequency was changed (more time between ticks)
    • dmg changed from dot to direct
    • undodgeable to dodgeable

    i personally like the 3.8 sec version almost purely because of the cost/sec is a lot more sustainable especially if it gets interrupted, and it feels like each tick hits like a truck

    it has basically the same cast time as the arcanist beam (beam is 4.5 sec base for arcs) so it feels more consistent to rotate between a arc beam spam and jesus beam spam when enemy is in execute range

    Okay but it’s a Templar beam not an arcanist beam should everything be the same? Is that more interesting?
  • Necrotech_Master
    Necrotech_Master
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    If you prefer the new 3.8 seconds
    ImPoStier wrote: »
    ImPoStier wrote: »
    Zama666 wrote: »
    It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.

    The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.

    my thoughts, 1.8 seconds was good and 43 metres is just fine. It was not OP. this is the reason "you can just roll dodge out of them or duck behind cover so its really ineffective IMO."

    Didn’t they make it dodgeable with the patch that changed the duration? In pvp it was strong the first tick of damage happened before the animation started, and there was always a few of these in my death recap when I’m getting zerged down but changing the duration wasn’t the answer

    there was a lot of beam changes in that update:
    • cast time from 1.8 to 3.8 sec
    • flat cost changed to cost/sec
    • ticks frequency was changed (more time between ticks)
    • dmg changed from dot to direct
    • undodgeable to dodgeable

    i personally like the 3.8 sec version almost purely because of the cost/sec is a lot more sustainable especially if it gets interrupted, and it feels like each tick hits like a truck

    it has basically the same cast time as the arcanist beam (beam is 4.5 sec base for arcs) so it feels more consistent to rotate between a arc beam spam and jesus beam spam when enemy is in execute range

    Okay but it’s a Templar beam not an arcanist beam should everything be the same? Is that more interesting?

    similar cast times does not even remotely make them the same

    i can understand wanting the shorter cast time if that suited your purpose better, they could just make the radiant destruction morph shorter channel time if they wanted to have options for people
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • ImPoStier
    ImPoStier
    ✭✭
    If you preferred the old beam 1.8 seconds
    ImPoStier wrote: »
    ImPoStier wrote: »
    Zama666 wrote: »
    It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.

    The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.

    my thoughts, 1.8 seconds was good and 43 metres is just fine. It was not OP. this is the reason "you can just roll dodge out of them or duck behind cover so its really ineffective IMO."

    Didn’t they make it dodgeable with the patch that changed the duration? In pvp it was strong the first tick of damage happened before the animation started, and there was always a few of these in my death recap when I’m getting zerged down but changing the duration wasn’t the answer

    there was a lot of beam changes in that update:
    • cast time from 1.8 to 3.8 sec
    • flat cost changed to cost/sec
    • ticks frequency was changed (more time between ticks)
    • dmg changed from dot to direct
    • undodgeable to dodgeable

    i personally like the 3.8 sec version almost purely because of the cost/sec is a lot more sustainable especially if it gets interrupted, and it feels like each tick hits like a truck

    it has basically the same cast time as the arcanist beam (beam is 4.5 sec base for arcs) so it feels more consistent to rotate between a arc beam spam and jesus beam spam when enemy is in execute range

    Okay but it’s a Templar beam not an arcanist beam should everything be the same? Is that more interesting?

    similar cast times does not even remotely make them the same

    i can understand wanting the shorter cast time if that suited your purpose better, they could just make the radiant destruction morph shorter channel time if they wanted to have options for people
    Two 4 second beams aren’t similar? Okay, I think it kinda makes them similar, I get the same feeling of boredom when waiting for them to finish
  • ViggyBoi
    ViggyBoi
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    If you preferred the old beam 1.8 seconds
    ImPoStier wrote: »
    ViggyBoi wrote: »
    Its not so much the duration im not too keen on but the change in scaling,damage type, and counterpart. I get that it was a little too braindead before but now it just feels not as satisfying to cast.

    How was it brain dead? It’s more brain dead now, arcanist is brain dead because it has a long duration beam, yeah it was super powerful but Templars damage out of execute was bad to balance it out, it’s subclassing that ruined it, now that they are making pure classes stronger again they should give Templar back its beam

    Undodgable, incredibly strong scaling that started at like 45%, shorter duration meaning more damage occurring in a shorter amount of time. In PVP it wasnt at all uncommon to see many Templar supports and "beam bots" just constantly channel you from the back only to immediately kill you once you get combed from a volley of attacks you could have otherwise survived.
  • ImPoStier
    ImPoStier
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    If you preferred the old beam 1.8 seconds
    ViggyBoi wrote: »
    ImPoStier wrote: »
    ViggyBoi wrote: »
    Its not so much the duration im not too keen on but the change in scaling,damage type, and counterpart. I get that it was a little too braindead before but now it just feels not as satisfying to cast.

    How was it brain dead? It’s more brain dead now, arcanist is brain dead because it has a long duration beam, yeah it was super powerful but Templars damage out of execute was bad to balance it out, it’s subclassing that ruined it, now that they are making pure classes stronger again they should give Templar back its beam

    Undodgable, incredibly strong scaling that started at like 45%, shorter duration meaning more damage occurring in a shorter amount of time. In PVP it wasnt at all uncommon to see many Templar supports and "beam bots" just constantly channel you from the back only to immediately kill you once you get combed from a volley of attacks you could have otherwise survived.
    Yeah in pvp fair enough
  • Vaqual
    Vaqual
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    If you prefer the new 3.8 seconds
    From a victims perspectives yes, lol.
    Too many desync beam deaths to really feel sorry here.
  • ImPoStier
    ImPoStier
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    If you preferred the old beam 1.8 seconds
    Vaqual wrote: »
    From a victims perspectives yes, lol.
    Too many desync beam deaths to really feel sorry here.

    That is fair but it’s more about the feeling of using the ability not the ability being used on you, I think it can be 1.8 seconds and not start damaging before the animation starts and it can be kept it dodgeable, it doesn’t need to be 3.8 seconds to be balanced in pvp
  • BXR_Lonestar
    BXR_Lonestar
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    If you preferred the old beam 1.8 seconds
    I quit using beam due to the new duration. Just like I quit using jabs after the dumpster fire (Update 35) nerfs.

    *sad templar*

    Yeah, I hated the nerf to jabs, but a plar without jabs is like a morning without coffee... It just doesn't work.
  • Heronisan
    Heronisan
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    If you preferred the old beam 1.8 seconds
    100% 1.8 secs, felt much better to weave with, especially with dots.

    Now u do 2 beams, 4 of ur dots run out and u need to waste time reapplying all of this. Granted u start beaming much later now so there is less of a weaving window, so it doesnt matrer that much.

    But i still miss beaming at 40% and applying a dot or something after 1.8 secs, it made the exe phase feel much more interactive, and not a 4 sec snooze fest where all my dots would suddenly expire at the same time after 2 beams.
  • Jabbs_Giggity
    Jabbs_Giggity
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    ImPoStier wrote: »

    Honestly, I would prefer they remove the "channel" from all Templar skills in the rework, except sweeps/jabs. Jabs needs a targeting overhaul still. Back to the point, Jbeam should just be an instant cast ranged ability with an execute multiplier, but should be reduced to be online of 200-300% with other executes.
  • Jabbs_Giggity
    Jabbs_Giggity
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    ViggyBoi wrote: »
    ImPoStier wrote: »
    ViggyBoi wrote: »
    Its not so much the duration im not too keen on but the change in scaling,damage type, and counterpart. I get that it was a little too braindead before but now it just feels not as satisfying to cast.

    How was it brain dead? It’s more brain dead now, arcanist is brain dead because it has a long duration beam, yeah it was super powerful but Templars damage out of execute was bad to balance it out, it’s subclassing that ruined it, now that they are making pure classes stronger again they should give Templar back its beam

    Undodgable, incredibly strong scaling that started at like 45%, shorter duration meaning more damage occurring in a shorter amount of time. In PVP it wasnt at all uncommon to see many Templar supports and "beam bots" just constantly channel you from the back only to immediately kill you once you get combed from a volley of attacks you could have otherwise survived.

    This is the difference between good players and bad players. JBeam, at either version, is the absolute easiest execute to survive, because of the channel. Period. Yes, high tool tip, undodgeable, high execute scaling, blah blah. I'll eat a beam while blocking and heal through anyway over an executioner while stunned...
  • ImPoStier
    ImPoStier
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    If you preferred the old beam 1.8 seconds
    ImPoStier wrote: »

    Honestly, I would prefer they remove the "channel" from all Templar skills in the rework, except sweeps/jabs. Jabs needs a targeting overhaul still. Back to the point, Jbeam should just be an instant cast ranged ability with an execute multiplier, but should be reduced to be online of 200-300% with other executes.

    Your idea is a worse idea than making it 3.8 seconds, that’s like saying make dragon leap a melee ult
  • ViggyBoi
    ViggyBoi
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    If you preferred the old beam 1.8 seconds
    ViggyBoi wrote: »
    ImPoStier wrote: »
    ViggyBoi wrote: »
    Its not so much the duration im not too keen on but the change in scaling,damage type, and counterpart. I get that it was a little too braindead before but now it just feels not as satisfying to cast.

    How was it brain dead? It’s more brain dead now, arcanist is brain dead because it has a long duration beam, yeah it was super powerful but Templars damage out of execute was bad to balance it out, it’s subclassing that ruined it, now that they are making pure classes stronger again they should give Templar back its beam

    Undodgable, incredibly strong scaling that started at like 45%, shorter duration meaning more damage occurring in a shorter amount of time. In PVP it wasnt at all uncommon to see many Templar supports and "beam bots" just constantly channel you from the back only to immediately kill you once you get combed from a volley of attacks you could have otherwise survived.

    This is the difference between good players and bad players. JBeam, at either version, is the absolute easiest execute to survive, because of the channel. Period. Yes, high tool tip, undodgeable, high execute scaling, blah blah. I'll eat a beam while blocking and heal through anyway over an executioner while stunned...

    uh... im pretty sure my reply was in reference to pocket plars beam spamming you at max range while in combat with another player. Either beam is easy enough to deal with 1v1 because it is a channel like you said, but I wasnt talking about the 1v1 situation. Hence why I used the term beam bot.
  • Jabbs_Giggity
    Jabbs_Giggity
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    ImPoStier wrote: »
    ImPoStier wrote: »

    Honestly, I would prefer they remove the "channel" from all Templar skills in the rework, except sweeps/jabs. Jabs needs a targeting overhaul still. Back to the point, Jbeam should just be an instant cast ranged ability with an execute multiplier, but should be reduced to be online of 200-300% with other executes.

    Your idea is a worse idea than making it 3.8 seconds, that’s like saying make dragon leap a melee ult

    I fail to see your logic...I did say keep it ranged, right? Look, either beam should have a ramping damage increase the longer you channel it, or it should deal upfront damage with an execute multiplier. If that is the case, the multiplier should be reduced to be in line with other instant execute skills, not as a DoT channel.
  • ImPoStier
    ImPoStier
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    If you preferred the old beam 1.8 seconds
    ImPoStier wrote: »
    ImPoStier wrote: »

    Honestly, I would prefer they remove the "channel" from all Templar skills in the rework, except sweeps/jabs. Jabs needs a targeting overhaul still. Back to the point, Jbeam should just be an instant cast ranged ability with an execute multiplier, but should be reduced to be online of 200-300% with other executes.

    Your idea is a worse idea than making it 3.8 seconds, that’s like saying make dragon leap a melee ult

    I fail to see your logic...I did say keep it ranged, right? Look, either beam should have a ramping damage increase the longer you channel it, or it should deal upfront damage with an execute multiplier. If that is the case, the multiplier should be reduced to be in line with other instant execute skills, not as a DoT channel.
    It’s Jesus beam how can it be an instant cast? That would take away the cool thing about the skill, the only beam execute in the game and you want to take it away? Why? At 1.8 seconds it’s a lot of people’s favourite skill, I don’t hear anyone saying NBs range execute is their favourite skill, I haven’t seen that skill get used in 9 years, jesus beam used to be super powerful because Templar was super weak outside of execute, that was templars class identity (the execute dps machine) no other class came close, I want that back, subclassing ruined it, it was fine for years
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